collision

WPF Paths Collision detection?

吃可爱长大的小学妹 提交于 2021-02-07 04:09:36
问题 I have two hexagon shapes <Path Stroke="Black" HorizontalAlignment="Left" VerticalAlignment="Top" Fill="Red" StrokeThickness="1" Name="Hex1" Canvas.Left="31.343" Canvas.Top="26.866" Height="163.687" Stretch="Fill" Width="159.134" > <Path.Data> <PathGeometry > <PathGeometry.Figures> <PathFigureCollection > <PathFigure StartPoint="43,0"> <PathFigure.Segments> <PathSegmentCollection > <PolyLineSegment Points="43,0"/> <PolyLineSegment Points="86,25"/> <PolyLineSegment Points="86,75"/>

pygame.sprite.groupcollide() does not work when trying to implement collision in pygame

爷,独闯天下 提交于 2021-02-05 06:15:47
问题 I'm working on a Snake Game project, and I can't make the snake and the foods collide. After reading some Pygame documentation, I decided to use pygame.sprite.groupcollide for collisions. I have two types of sprites in my game: Snake Food(s) pygame.sprite.groupcollide has worked in my previous game (Alien Invasion game from a Python book); however, for some reason it doesn't work in my current game. What do you think might be the reason? Here is the higlight of the collisions part (snake_game

Make an object collide with certain other objects when moved to RaycastHit point in Unity3D?

人走茶凉 提交于 2021-01-29 19:33:59
问题 I'm making a simple building system using Raycasting from the mouse pointer. The object that is to be placed is moved (and cloned on click) to the RaycastHit.point of the ray, but I want it to fully collide with objects of its own type, shifting its position relative to the hit point. The object can intersect the terrain as shown in the gif, but should not be inside of the already placed wall blocks. I tried using hit.distance but couldn't figure the detection out, since the object is being

Sphere-plane collision resolve

↘锁芯ラ 提交于 2021-01-29 17:49:50
问题 I want to write a c++ program that will calculate collision between sphere and plane. The rule is that the angle of the falling object equals to angle of reflection. What do I have for sphere: //sphere coordinates and radius float x; float y; float z; float r; //sphere velocity vector projections float vx; float vy; float vz; Plane is described by plane equation coefficients: float A; float B; float C; float D; With sphere-plane collision detection I have no problem. But how to find velocity

Vagrant Port Collision on Port 80, but Port 80 is not Forwarded in the VagrantFile

Deadly 提交于 2021-01-29 05:52:33
问题 I am following a simple tutorial that directs me to install Tomcat with Vagrant: vagrant init emessiha/ubuntu64-java --box-version 1.0.0 It then tells me to edit the VagrantFile to forward from 8080 to 8080, then do "vagrant up". When running "vagrant up" I get this message: Vagrant cannot forward the specified ports on this VM, since they would collide with some other application that is already listening on these ports. The forwarded port to 80 is already in use on the host machine. To fix

Vagrant Port Collision on Port 80, but Port 80 is not Forwarded in the VagrantFile

痴心易碎 提交于 2021-01-29 05:48:29
问题 I am following a simple tutorial that directs me to install Tomcat with Vagrant: vagrant init emessiha/ubuntu64-java --box-version 1.0.0 It then tells me to edit the VagrantFile to forward from 8080 to 8080, then do "vagrant up". When running "vagrant up" I get this message: Vagrant cannot forward the specified ports on this VM, since they would collide with some other application that is already listening on these ports. The forwarded port to 80 is already in use on the host machine. To fix

Collision in hashmap

≯℡__Kan透↙ 提交于 2021-01-28 06:30:53
问题 I have read about the Hashmap collision and took the following example. Since i am not able to understand what is collision and how to avoid collision is occurs. The example is follows import java.util.*; class JavaCollision{ public static void main(String args[]){ HashMap<Person, String> map=new HashMap<Person, String>(); Person p1 = new Person(1,"ABC"); Person p2 = new Person(2,"DEF"); Person p3 = new Person(1,"XYZ"); Person p4 = new Person(1,"PQR"); Person p5 = new Person(1,"PQR"); System

Make a line as a sprite with its own collision in Pygame

喜你入骨 提交于 2021-01-24 07:50:28
问题 I am making a game that connects a line between a 2 players. I want to make it so I can tell when an object (which is also a sprite) collides with the line. The way I thought of doing this is creating a line that acts a sprite. The line will be able to change length depending on where the players are. I'm a bit new to PyGame so I'm not too sure on what I have so far: class Line(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([400,400]

How to check ground for unity2d platformer game

微笑、不失礼 提交于 2020-12-15 04:59:05
问题 I am trying to make a 2d plat-former where you see the player from the side. I want him to be continuously moving and you have to press space at the right time so he doesn't fall. Right now everything works but he doesn't collide with the ground. I want it to be like he's running behind a wall so I want to ignore a certain layer I have made and collide with the boxes below that. So far I have tried ray casting, watched multiple tutorials, and did box collisions. Box collisions worked but to

Collision between masks in pygame

你说的曾经没有我的故事 提交于 2020-11-29 02:55:42
问题 I have a problem with collisions in my game, spaceship's mask doesn't collide properly with a background and I believe that offset is a problem, however I'm not sure. I've tried multiple collision techniques and checked a lot of answers to my problem, but none of them helped me. import pygame as pg import os os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (2, 29) pg.init() def gameLoop(): display_width = 1800 display_height = 1000 pg.display.set_caption("Kerbal Space Landing Simulator") clock